22 research outputs found

    Loki : the semantic wiki for collaborative knowledge engineering

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    We present Loki, a semantic wiki designed to support the collaborative knowledge engineering process with the use of software engineering methods. Designed as a set of DokuWiki plug-ins, it provides a variety of knowledge representation methods, including semantic annotations, Prolog clauses, and business processes and rules oriented to specific tasks. Knowledge stored in Loki can be retrieved via SPARQL queries, in-line Semantic MediaWiki-like queries, or Prolog goals. Loki includes a number of useful features for a group of experts and knowledge engineers developing the wiki, such as knowledge visualization, ontology storage, or code hint and completion mechanism. Reasoning unit tests are also introduced to validate knowledge quality. The paper is complemented by the formulation of the collaborative knowledge engineering process and the description of experiments performed during Loki development to evaluate its functionality. Loki is available as free software at https://loki.re

    Affective games provide controlable context : proposal of an experimental framework

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    We propose an experimental framework for Affective Computing based of video games. We developed a set of specially designed mini-games, based of carefully selected game mechanics, to evoke emotions of participants of a larger experiment. We believe, that games provide a controllable yet overall ecological environment for studying emotions. We discuss how we used our mini-games as an important counterpart of classical visual and auditory stimuli. Furthermore, we present a software tool supporting the execution and evaluation of experiments of this kind

    Personality-based affective adaptation methods for intelligent systems

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    In this article, we propose using personality assessment as a way to adapt affective intelligent systems. This psychologically-grounded mechanism will divide users into groups that differ in their reactions to affective stimuli for which the behaviour of the system can be adjusted. In order to verify the hypotheses, we conducted an experiment on 206 people, which consisted of two proof-of-concept demonstrations: a “classical” stimuli presentation part, and affective games that provide a rich and controllable environment for complex emotional stimuli. Several significant links between personality traits and the psychophysiological signals (electrocardiogram (ECG), galvanic skin response (GSR)), which were gathered while using the BITalino (r)evolution kit platform, as well as between personality traits and reactions to complex stimulus environment, are promising results that indicate the potential of the proposed adaptation mechanism

    Analysis and use of the emotional context with wearable devices for games and intelligent assistants

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    In this paper, we consider the use of wearable sensors for providing affect-based adaptation in Ambient Intelligence (AmI) systems. We begin with discussion of selected issues regarding the applications of affective computing techniques. We describe our experiments for affect change detection with a range of wearable devices, such as wristbands and the BITalino platform, and discuss an original software solution, which we developed for this purpose. Furthermore, as a test-bed application for our work, we selected computer games. We discuss the state-of-the-art in affect-based adaptation in games, described in terms of the so-called affective loop. We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. Finally, we comment on a software framework, that we have previously developed, for context-aware systems which uses human emotional contexts. This framework provides means for implementing adaptive systems using mobile devices with wearable sensors

    BIRAFFE : bio-reactions and faces for emotion-based personalization

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    In this paper we introduce the BIRAFFE data set which is the result of the experiment in affective computing we conducted in early 2019. The experiment is part of the work aimed at the development of computer models for emotion classification and recognition. We strongly believe that such models should be personalized by design as emotional responses of different persons are subject to individual differences due to their personality. In the experiment we assumed data fusion from both visual and audio stimuli both taken from standard public data bases (IADS and IAPS respectively). Moreover, we combined two paradigms. In the first one, subjects were exposed to stimuli, and later their bodily reactions (ECG, GSR, and face expression) were recorded. In the second one the subjects played basic computer games, with the same reactions constantly recorded. We decided to make the data set publicly available to the research community using the Zenodo platform. As such, the data set contributes to the development and replication of experiments in AfC

    Self-control of the EEG alpha waves power asymmetry in the prefrontal area. Procedure development, testing and optimization

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    Systemy biofeedback, czyli systemy monitorujące w czasie rzeczywistym wybrane parametry ludzkiego organizmu oraz prezentujące stosowną informację zwrotną podmiotowi badania, pozwalają na zwiększenie samoświadomości własnego ciała oraz na trenowanie w pewnym zakresie możliwości kontrolowania tych procesów zachodzących w ludzkim ciele, które przed pojawieniem się systemów biofeedback były uważane za automatyczne i niemożliwe do kontrolowania. Systemy takie znajdują wiele różnych obszarów zastosowań, m.in. w terapii depresji czy w procesie treningu sportowego.Celem niniejszej pracy było przygotowanie treningu biofeedback dla sportowców bazującego na procedurze zwiększającej asymetrię mocy fal alfa w okolicach przedczołowych, wykorzystywanej w terapii depresji, która do tej pory nie była rozważana jako element treningu sportowego.W ramach pracy przygotowano 4 kolejne wersje procedury, które rozwiązywały problemy pojawiające się w wersjach poprzednich. Przeprowadzono również badania pilotażowe. Otrzymane wyniki nie pozwoliły na odrzucenie hipotezy zerowej o braku efektów uczenia w przygotowanym treningu. Otrzymano tylko jeden istotny statystycznie wynik, dla jednej z osób w ramach ostatniej wersji procedury, wskazujący na trend przeciwny do zakładanego jako cel treningu.Biofeedback term names systems that monitor in real time parameters of the human body and provide immediate feedback about measured values. Such systems allow their users to increase self-awareness and provide the ability to train the control of these processes in the human body which were considered automatic and impossible to control. Biofeedback has a variety of application areas, including the depression treatment and sports training process.The aim of this study was to prepare biofeedback training for athletes based on the procedure for increasing the asymmetry of alpha waves power in the prefrontal area, used in the treatment of depression, which has so far not been considered as a part of sports training.Four successive versions of procedure were prepared and the pilot study was carried out. The results did not allow to reject the null hypothesis of no effect of learning in a prepared training

    Bartle taxonomy-based game for affective and personality computing research

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    The paper presents the design of a game that will serve as a research environment in the BIRAFFE series experiment planned for autumn 2021, which uses affective and personality computing methods to develop methods for interacting with intelligent assistants. A key aspect is grounding the game design on the taxonomy of player types designed by Bartle. This will allow for an investigation of hypotheses concerning the characteristics of particular types of players or their stability in response to emotionally-charged stimuli occurring during the game
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